2019-12-19 21:24:40 +01:00
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extends "res://demos/pursue_vs_seek/Ship.gd"
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2020-01-02 23:42:41 +01:00
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# Controls the player ship's movements based on player input.
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2019-12-19 21:24:40 +01:00
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onready var agent: = GSTSteeringAgent.new()
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2020-01-15 20:15:31 +01:00
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export var thruster_strength: = 250.0
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2019-12-19 21:24:40 +01:00
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export var side_thruster_strength: = 10.0
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2020-01-15 20:15:31 +01:00
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export var max_velocity: = 300.0
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2019-12-19 21:24:40 +01:00
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export var max_angular_velocity: = 2.0
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2020-01-15 20:15:31 +01:00
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export var angular_drag: = 0.025
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export var linear_drag: = 0.025
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2019-12-19 21:24:40 +01:00
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var _linear_velocity: = Vector2()
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var _angular_velocity: = 0.0
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func _physics_process(delta: float) -> void:
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var movement: = _get_movement()
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_angular_velocity = _calculate_angular_velocity(
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movement.x,
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_angular_velocity,
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side_thruster_strength,
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max_angular_velocity,
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angular_drag,
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delta
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)
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rotation += (_angular_velocity * delta)
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_linear_velocity = _calculate_linear_velocity(
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movement.y,
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_linear_velocity,
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Vector2.UP.rotated(rotation),
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linear_drag,
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thruster_strength,
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max_velocity,
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delta
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)
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_linear_velocity = move_and_slide(_linear_velocity)
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_update_agent(_linear_velocity, rotation)
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func _calculate_angular_velocity(
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horizontal_movement: float,
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current_velocity: float,
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thruster_strength: float,
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max_velocity: float,
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ship_drag: float,
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delta: float) -> float:
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var velocity: = clamp(
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current_velocity + thruster_strength * horizontal_movement * delta,
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-max_velocity,
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max_velocity
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)
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2020-01-15 20:15:31 +01:00
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velocity = lerp(velocity, 0, ship_drag)
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2019-12-19 21:24:40 +01:00
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return velocity
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func _calculate_linear_velocity(
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vertical_movement: float,
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current_velocity: Vector2,
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facing_direction: Vector2,
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2020-01-15 20:15:31 +01:00
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ship_drag_coefficient: float,
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2019-12-19 21:24:40 +01:00
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strength: float,
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max_speed: float,
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delta: float) -> Vector2:
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var actual_strength: = 0.0
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if vertical_movement > 0:
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actual_strength = strength
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elif vertical_movement < 0:
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actual_strength = -strength/1.5
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var velocity: = current_velocity + facing_direction * actual_strength * delta
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2020-01-15 20:15:31 +01:00
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velocity = velocity.linear_interpolate(Vector2.ZERO, ship_drag_coefficient)
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2019-12-19 21:24:40 +01:00
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return velocity.clamped(max_speed)
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func _get_movement() -> Vector2:
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return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
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Input.get_action_strength("sf_up") - Input.get_action_strength("sf_down"))
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func _update_agent(velocity: Vector2, orientation: float) -> void:
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2020-01-13 22:15:44 +01:00
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.linear_velocity.x = velocity.x
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agent.linear_velocity.y = velocity.y
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agent.angular_velocity = _angular_velocity
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2019-12-19 21:24:40 +01:00
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agent.orientation = orientation
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